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https://gitea.wildfiregames.com/0ad/0ad
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Based on existing code that was still around from an old(not working) implementation. Supports basic control from trigger scirpts (queue, start and stop camera paths) and works in multiplayer. This was SVN commit r17594.
177 lines
4.8 KiB
C++
177 lines
4.8 KiB
C++
/* Copyright (C) 2015 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpOverlayRenderer.h"
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#include "ICmpPosition.h"
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#include "simulation2/MessageTypes.h"
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#include "graphics/Overlay.h"
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#include "graphics/TextureManager.h"
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#include "renderer/Renderer.h"
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#include "ps/CLogger.h"
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class CCmpOverlayRenderer : public ICmpOverlayRenderer
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{
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public:
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static void ClassInit(CComponentManager& UNUSED(componentManager))
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{
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}
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DEFAULT_COMPONENT_ALLOCATOR(OverlayRenderer)
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// Currently-enabled set of sprites
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std::vector<SOverlaySprite> m_Sprites;
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// For each entry in m_Sprites, store the offset of the sprite from the unit's position
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// (so we can recompute the sprite position after the unit moves)
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std::vector<CVector3D> m_SpriteOffsets;
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// Whether the sprites should be drawn (only valid between Interpolate and RenderSubmit)
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bool m_Enabled;
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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virtual void Init(const CParamNode& UNUSED(paramNode))
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{
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}
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virtual void Deinit()
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{
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}
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virtual void Serialize(ISerializer& UNUSED(serialize))
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{
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// TODO: should we do anything here?
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// or should we expect other components to reinitialise us
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// after deserialization?
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}
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
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{
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Init(paramNode);
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}
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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case MT_Interpolate:
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{
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PROFILE3("OverlayRenderer::Interpolate");
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const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
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Interpolate(msgData.deltaSimTime, msgData.offset);
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break;
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}
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case MT_RenderSubmit:
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{
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PROFILE3("OverlayRenderer::RenderSubmit");
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const CMessageRenderSubmit& msgData = static_cast<const CMessageRenderSubmit&> (msg);
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RenderSubmit(msgData.collector);
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break;
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}
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}
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}
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/*
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* Must be called whenever the size of m_Sprites changes,
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* to determine whether we need to respond to rendering messages.
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*/
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void UpdateMessageSubscriptions()
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{
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bool needRender = !m_Sprites.empty();
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GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_Interpolate, this, needRender);
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GetSimContext().GetComponentManager().DynamicSubscriptionNonsync(MT_RenderSubmit, this, needRender);
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}
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virtual void Reset()
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{
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m_Sprites.clear();
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m_SpriteOffsets.clear();
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UpdateMessageSubscriptions();
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}
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virtual void AddSprite(VfsPath textureName, CFixedVector2D corner0, CFixedVector2D corner1, CFixedVector3D position, std::string color)
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{
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CColor colorObj(1.0f, 1.0f, 1.0f, 1.0f);
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if (!colorObj.ParseString(color, 1))
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LOGERROR("OverlayRenderer: Error parsing '%s'", color);
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CTextureProperties textureProps(textureName);
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SOverlaySprite sprite;
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sprite.m_Texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
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sprite.m_X0 = corner0.X.ToFloat();
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sprite.m_Y0 = corner0.Y.ToFloat();
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sprite.m_X1 = corner1.X.ToFloat();
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sprite.m_Y1 = corner1.Y.ToFloat();
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sprite.m_Color = colorObj;
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m_Sprites.push_back(sprite);
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m_SpriteOffsets.push_back(CVector3D(position));
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UpdateMessageSubscriptions();
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}
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void Interpolate(float UNUSED(frameTime), float frameOffset)
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{
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// Skip all the following computations if we have no sprites
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if (m_Sprites.empty())
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{
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m_Enabled = false;
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return;
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}
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// Disable rendering of the unit if it has no position
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CmpPtr<ICmpPosition> cmpPosition(GetEntityHandle());
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if (!cmpPosition || !cmpPosition->IsInWorld())
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{
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m_Enabled = false;
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return;
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}
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// Find the precise position of the unit
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CMatrix3D transform(cmpPosition->GetInterpolatedTransform(frameOffset));
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CVector3D position(transform.GetTranslation());
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// Move all the sprites to the desired offset relative to the unit
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for (size_t i = 0; i < m_Sprites.size(); ++i)
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m_Sprites[i].m_Position = position + m_SpriteOffsets[i];
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m_Enabled = true;
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}
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void RenderSubmit(SceneCollector& collector)
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{
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if (!m_Enabled || !ICmpOverlayRenderer::m_OverrideVisible)
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return;
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for (size_t i = 0; i < m_Sprites.size(); ++i)
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collector.Submit(&m_Sprites[i]);
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}
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};
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REGISTER_COMPONENT_TYPE(OverlayRenderer)
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